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Origins
Astral
Astral
After each player combat, gain an Astral Orb. The total star level of your Astral champions increases the orb quality.

Astral Champions gains bonus Ability Power.
(3) 5 Ability Power
(5) 30 Ability Power
(8) 75 Ability Power
Darkflight
Darkflight
Summon a sacrificial altar.
Combat start: the unit placed on the altar is sacrificed, granting a copy of one of the items and bonus Health to each Darkflight champion.

Emblems and non-craftable items are corrupted when they're copied, instead becoming Darkflight Essence.
(2) 500 Health
(4) 750 Health
(6) 1000 Health
(8) 1600 Health
Guild
Guild
Grant a unique bonus to your team; Guild members gain double the amount. Increases for each Guild member in play!

Sejuani: +130 Health
Twitch: +11% Attack Speed
Zippy: +8 Amor and Magic Resist
Jayce: +5 Attack Damage and Ability Power
Bard: +2 Mana per attack
Emblem: +3% Omnivamp
(1) 100% Guild bonus
(2) 110% Guild bonus
(3) 120% Guild bonus
(4) 130% Guild bonus
(5) 140% Guild bonus
(6) 150% Guild bonus
(7) 160% Guild bonus
(8) 175% Guild Bonus
Jade
Jade
Summon movable Jade Statues that grow in power.

Each combat, allies who start combat adjacent to a statue gain maximum Health healing every 2 seconds and bonus Attack Speed. When a statue is destroyed, it deals 33% of its Health as magic damage to nearby enemies.
(3) 1 statue, +2% healing, +10% Attack Speed
(5) 2 statues, +3% healing, +22% Attack Speed
(7) 3 statues, +5% healing, +55% Attack Speed
(9) 4 statues, +8% healing, +88% Attack Speed
Lagoon
Lagoon
Summon a Seastone. The Seastone grants loot based on the number of Abilities cast by Lagoon champions over time. Lagoon champions also gain Ability Power and Attack Speed.
(3) 8 Ability Power, 8% Attack Speed
(6) 30 Ability Power, 30% Attack Speed
(9) 55 Ability Power, 55% Attack Speed
(12) 200 Ability Power, 200% Attack Speed
Mirage
Mirage
Mirage champions (2/4/6/8) gain a different Trait bonus from game to game.

Electric Overload: When attacking or being hit by an attack, Mirage units gain a chance to deal 9% of their maximum Health as magic damage to adjacent enemies.
(2) 20% chance
(4) 33% chance
(6) 50% chance
(8) 100% chance
-----------------------------------------
Warlord's Honor: After winning any combat, gain bonus Health and Ability Power.
Increases by 10% per win, stacks up to 5 times!
(2) 200 Health and 20 Ability Power
(4) 300 Health and 30 Ability Power
(6) 450 Health and 45 Ability Power
(8) 600 Health and 60 Ability Power
-----------------------------------------
Pirate's Greed: Gain a chest of loot after each player combat.
(2) Gain a deckhand's chest.
(4) Gain a lieutenant's chest.
(6) Gain a captain's chest.
(8) Gain a admiral's chest.
-----------------------------------------
Dawnbringer's Determination: Once per combat, rapidly heal at 50% Health
(2) Heal 40% maximum Health
(4) Heal 65% maximum Health
(6) Heal 65% maximum Health; heal a 2nd time
(8) Heal 110% maximum Health; heal a 2nd time
-----------------------------------------
Executioner's Edge: Always critically strike low Heath targets with Attacks and Abilities. Gain bonus Critial Strike Damage.
(2) at 50% Health, +20% Crit Damage
(4) at 65% Health, +30% Crit Damage
(6) at 80% Health, +40% Crit Damage
(8) at 100% Health, +50% Crit Damage
-----------------------------------------
Spellsword's Enchantment: Each player combat, gain Ability Power per attack.
(2) 5 Ability Power
(4) 8 Ability Power
(6) 12 Ability Power
(8) 20 Ability Power
-----------------------------------------
Duelist's Dexterity: Innate: Mirage units move faster.
Attacks grant bonus Attack Speed, up to 10 stacks.
(2) 6% Attack Speed per stack
(4) 12% Attack Speed per stack
(6) 20% Attack Speed per stack
(8) 30% Attack Speed per stack
(2) ??? (Randomly selected per game)
(4) ??? (Randomly selected per game)
(6) ??? (Randomly selected per game)
(8) ??? (Randomly selected per game)
Monolith
Monolith
(3) Terra empowers 3 hexes on the battlefield. Combat start: units standing in the hex at the start of combat gain 18% damage reduction.
Prodigy
Prodigy
(3) Nomsy gains a random trait each game. She summons a former Trainer to aid her in battle, who also gains this trait.

Trainers' Ability Power is always equal to Nomsy's Ability Power. When Nomsy dies, Trainers gain 100% Attack Speed.
Ragewing
Ragewing
Innate: Convert Mana to Rage; attacks generate 15 Rage. After casting an Ability, enrage for 4 seconds: +25% Attack Speed but can't gain Rage.

Gain stats when enraged:
(2) +50% Attack Speed and +15% Omnivamp (healing for a percentage of damage dealt)
(4) +100% Attack Speed and +30% Omnivamp
(6) +150% Attack Speed and +45% Omnivamp
(8) +325% Attack Speed and +85% Omnivamp
Scalescorn
Scalescorn
Scalescorns take 15% reduced damage from enemies with more than 1900 Health.
(2) 15% magic damage
(4) 50% magic damage
(6) 90% magic damage
Shimmerscale
Shimmerscale
Grant exclusive random Shimmerscale items.

You can remove Shimmerscale items by benching the holder.
(3) 1 unique item
(5) 2 unique items
(7) 4 unique items
(9) 5 unique items, which includes Crown of Champions
Tempest
Tempest
After 8 seconds, lightning strikes the battlefield. Enemies are stunned for 1 second and take a percent of their maximum Health as true damage. Then, Tempest champions deal increased damage.
(2) 10% lightning, 10% unit damage
(4) 20% lightning, 30% unit damage
(6) 30% lightning, 60% unit damage
(8) 45% lightning, 120% unit damage
Whispers
Whispers
Whispers damage shrinks enemies, reducing their Armor and Magic Resist by 40% for 6 seconds.
When they damage a shrunken enemy, Whispers gain stacking bonuses:
(2) +1 Attack Damage and Ability Power
(4) +3 Attack Damage and Ability Power
(6) +7 Attack Damage and Ability Power
Logo
Classes
Assassin
Assassin
Innate: Leap to the enemy backline when combat starts.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +20% Crit Chance and +10% Crit Damage
(4) +50% Crit Chance and +25% Crit Damage
(6) +75% Crit Chance and +75% Crit Damage
Bard
Bard
(1) Allies that survive player combat have a 2% chance to create a Doot. Bard always creates a Doot when dancing.

Each Doot you collect increases your Shop odds for higher-tier champions by 1%.
Bruiser
Bruiser
Your team gains bonus maximum Health. Bruisers gain double this bonus.
(2) 180 Health
(4) 375 Health
(6) 700 Health
(8) 1500 Health
Cannoneer
Cannoneer
Every 5th attack fires a cannon shot that explodes for physical damage around the target.
(2) 150% Attack Damage
(4) 300% Attack Damage
(6) 500% Attack Damage
Cavalier
Cavalier
Innate: Charge quickly towards their target whenever they move.

Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain 200% the amount for 4 seconds.
(2) 35 Armor, 35 Magic Resist
(3) 50 Armor, 50 Magic Resist
(4) 65 Armor, 65 Magic Resist
(5) 85 Armor, 85 Magic Resist
(6) 110 Armor, 110 Magic Resist
Dragon
Dragon
Innate: Requires 2 team slots.

Dragons provide +3 to the marked trait, and gain additional bonuses based on how many Dragons are on your team.
(1) 500 bonus Health
(2) and 20 Amor and Magic Resist
(3) and 10%bonus damage
(4) and +1 to team size
(5) and Heal 40 Health every second
(6) and Dragons to ascend
Dragonmancer
Dragonmancer
Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 20% per star level of your Dragonmancers.
(2) +275 Health, +25 Ability Power
(4) +575 Health, +40 Ability Power
(6) +775 Health, +50 Ability Power
(8) +1000 Health, +70 Ability Power
Evoker
Evoker
Evokers gain Mana whenever an ally or enemy casts an Ability.
(2) 5 Mana
(3) 8 Mana
(4) 10 Mana
Guardian
Guardian
Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their maximum Health. Shields stack!
(2) 25% of max health shield
(4) 40% of max health shield
(6) 80% of max health shield
(8) 130% of max health shield
Mage
Mage
Mages cast twice and have modified total Ability Power.
(3) 80% Ability Power
(5) 105% Ability Power
(7) 135% Ability Power
(9) 195% Ability Power
Mystic
Mystic
Your team gains Magic Resist.
(2) 40 Magic Resist
(3) 80 Magic Resist
(4) 150 Magic Resist
(5) 300 Magic Resist
Shapeshifter
Shapeshifter
Transforming grants bonus maximum Health.
(2) 60% bonus Health
(4) 150% bonus Health
Spell Thief
Spell Thief
(1) Zoe nabs a new Ability after each cast and at the start of every round.
Starcaller
Starcaller
(1) The first Starcaller to cast their Ability during player combat heals you for (2/3/75), depending on their star level. Excess healing disintegrates an enemy champion.
Swiftshot
Swiftshot
Innate: gain 2 hex Attack Range.

Swhiftshots gain Attack Speed for each hex between themselves and their target.
(2) 10% Attack Speed
(3) 15% Attack Speed
(4) 25% Attack Speed
(5) 40% Attack Speed
Warrior
Warrior
Warrior attacks have a 50% chance to increase the damage of their next attack.
(2) +75% damage
(4) +150% damage
(6) +275% damage
Origins
After each player combat, gain an Astral Orb. The total star level of your Astral champions increases the orb quality.

Astral Champions gains bonus Ability Power.
(3) 5 Ability Power
(5) 30 Ability Power
(8) 75 Ability Power
Summon a sacrificial altar.
Combat start: the unit placed on the altar is sacrificed, granting a copy of one of the items and bonus Health to each Darkflight champion.

Emblems and non-craftable items are corrupted when they're copied, instead becoming Darkflight Essence.
(2) 500 Health
(4) 750 Health
(6) 1000 Health
(8) 1600 Health
Grant a unique bonus to your team; Guild members gain double the amount. Increases for each Guild member in play!

Sejuani: +130 Health
Twitch: +11% Attack Speed
Zippy: +8 Amor and Magic Resist
Jayce: +5 Attack Damage and Ability Power
Bard: +2 Mana per attack
Emblem: +3% Omnivamp
(1) 100% Guild bonus
(2) 110% Guild bonus
(3) 120% Guild bonus
(4) 130% Guild bonus
(5) 140% Guild bonus
(6) 150% Guild bonus
(7) 160% Guild bonus
(8) 175% Guild Bonus
Summon movable Jade Statues that grow in power.

Each combat, allies who start combat adjacent to a statue gain maximum Health healing every 2 seconds and bonus Attack Speed. When a statue is destroyed, it deals 33% of its Health as magic damage to nearby enemies.
(3) 1 statue, +2% healing, +10% Attack Speed
(5) 2 statues, +3% healing, +22% Attack Speed
(7) 3 statues, +5% healing, +55% Attack Speed
(9) 4 statues, +8% healing, +88% Attack Speed
Summon a Seastone. The Seastone grants loot based on the number of Abilities cast by Lagoon champions over time. Lagoon champions also gain Ability Power and Attack Speed.
(3) 8 Ability Power, 8% Attack Speed
(6) 30 Ability Power, 30% Attack Speed
(9) 55 Ability Power, 55% Attack Speed
(12) 200 Ability Power, 200% Attack Speed
Mirage champions (2/4/6/8) gain a different Trait bonus from game to game.

Electric Overload: When attacking or being hit by an attack, Mirage units gain a chance to deal 9% of their maximum Health as magic damage to adjacent enemies.
(2) 20% chance
(4) 33% chance
(6) 50% chance
(8) 100% chance
-----------------------------------------
Warlord's Honor: After winning any combat, gain bonus Health and Ability Power.
Increases by 10% per win, stacks up to 5 times!
(2) 200 Health and 20 Ability Power
(4) 300 Health and 30 Ability Power
(6) 450 Health and 45 Ability Power
(8) 600 Health and 60 Ability Power
-----------------------------------------
Pirate's Greed: Gain a chest of loot after each player combat.
(2) Gain a deckhand's chest.
(4) Gain a lieutenant's chest.
(6) Gain a captain's chest.
(8) Gain a admiral's chest.
-----------------------------------------
Dawnbringer's Determination: Once per combat, rapidly heal at 50% Health
(2) Heal 40% maximum Health
(4) Heal 65% maximum Health
(6) Heal 65% maximum Health; heal a 2nd time
(8) Heal 110% maximum Health; heal a 2nd time
-----------------------------------------
Executioner's Edge: Always critically strike low Heath targets with Attacks and Abilities. Gain bonus Critial Strike Damage.
(2) at 50% Health, +20% Crit Damage
(4) at 65% Health, +30% Crit Damage
(6) at 80% Health, +40% Crit Damage
(8) at 100% Health, +50% Crit Damage
-----------------------------------------
Spellsword's Enchantment: Each player combat, gain Ability Power per attack.
(2) 5 Ability Power
(4) 8 Ability Power
(6) 12 Ability Power
(8) 20 Ability Power
-----------------------------------------
Duelist's Dexterity: Innate: Mirage units move faster.
Attacks grant bonus Attack Speed, up to 10 stacks.
(2) 6% Attack Speed per stack
(4) 12% Attack Speed per stack
(6) 20% Attack Speed per stack
(8) 30% Attack Speed per stack
(2) ??? (Randomly selected per game)
(4) ??? (Randomly selected per game)
(6) ??? (Randomly selected per game)
(8) ??? (Randomly selected per game)
Monolith Monolith
(3) Terra empowers 3 hexes on the battlefield. Combat start: units standing in the hex at the start of combat gain 18% damage reduction.
Prodigy Prodigy
(3) Nomsy gains a random trait each game. She summons a former Trainer to aid her in battle, who also gains this trait.

Trainers' Ability Power is always equal to Nomsy's Ability Power. When Nomsy dies, Trainers gain 100% Attack Speed.
Innate: Convert Mana to Rage; attacks generate 15 Rage. After casting an Ability, enrage for 4 seconds: +25% Attack Speed but can't gain Rage.

Gain stats when enraged:
(2) +50% Attack Speed and +15% Omnivamp (healing for a percentage of damage dealt)
(4) +100% Attack Speed and +30% Omnivamp
(6) +150% Attack Speed and +45% Omnivamp
(8) +325% Attack Speed and +85% Omnivamp
Scalescorns take 15% reduced damage from enemies with more than 1900 Health.
(2) 15% magic damage
(4) 50% magic damage
(6) 90% magic damage
Grant exclusive random Shimmerscale items.

You can remove Shimmerscale items by benching the holder.
(3) 1 unique item
(5) 2 unique items
(7) 4 unique items
(9) 5 unique items, which includes Crown of Champions
After 8 seconds, lightning strikes the battlefield. Enemies are stunned for 1 second and take a percent of their maximum Health as true damage. Then, Tempest champions deal increased damage.
(2) 10% lightning, 10% unit damage
(4) 20% lightning, 30% unit damage
(6) 30% lightning, 60% unit damage
(8) 45% lightning, 120% unit damage
Whispers damage shrinks enemies, reducing their Armor and Magic Resist by 40% for 6 seconds.
When they damage a shrunken enemy, Whispers gain stacking bonuses:
(2) +1 Attack Damage and Ability Power
(4) +3 Attack Damage and Ability Power
(6) +7 Attack Damage and Ability Power
Classes
Innate: Leap to the enemy backline when combat starts.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +20% Crit Chance and +10% Crit Damage
(4) +50% Crit Chance and +25% Crit Damage
(6) +75% Crit Chance and +75% Crit Damage
(1) Allies that survive player combat have a 2% chance to create a Doot. Bard always creates a Doot when dancing.

Each Doot you collect increases your Shop odds for higher-tier champions by 1%.
Your team gains bonus maximum Health. Bruisers gain double this bonus.
(2) 180 Health
(4) 375 Health
(6) 700 Health
(8) 1500 Health
Every 5th attack fires a cannon shot that explodes for physical damage around the target.
(2) 150% Attack Damage
(4) 300% Attack Damage
(6) 500% Attack Damage
Innate: Charge quickly towards their target whenever they move.

Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain 200% the amount for 4 seconds.
(2) 35 Armor, 35 Magic Resist
(3) 50 Armor, 50 Magic Resist
(4) 65 Armor, 65 Magic Resist
(5) 85 Armor, 85 Magic Resist
(6) 110 Armor, 110 Magic Resist
Innate: Requires 2 team slots.

Dragons provide +3 to the marked trait, and gain additional bonuses based on how many Dragons are on your team.
(1) 500 bonus Health
(2) and 20 Amor and Magic Resist
(3) and 10%bonus damage
(4) and +1 to team size
(5) and Heal 40 Health every second
(6) and Dragons to ascend
Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 20% per star level of your Dragonmancers.
(2) +275 Health, +25 Ability Power
(4) +575 Health, +40 Ability Power
(6) +775 Health, +50 Ability Power
(8) +1000 Health, +70 Ability Power
Evokers gain Mana whenever an ally or enemy casts an Ability.
(2) 5 Mana
(3) 8 Mana
(4) 10 Mana
Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their maximum Health. Shields stack!
(2) 25% of max health shield
(4) 40% of max health shield
(6) 80% of max health shield
(8) 130% of max health shield
Mages cast twice and have modified total Ability Power.
(3) 80% Ability Power
(5) 105% Ability Power
(7) 135% Ability Power
(9) 195% Ability Power
Your team gains Magic Resist.
(2) 40 Magic Resist
(3) 80 Magic Resist
(4) 150 Magic Resist
(5) 300 Magic Resist
Transforming grants bonus maximum Health.
(2) 60% bonus Health
(4) 150% bonus Health
Spell Thief Spell Thief
(1) Zoe nabs a new Ability after each cast and at the start of every round.
Starcaller Starcaller
(1) The first Starcaller to cast their Ability during player combat heals you for (2/3/75), depending on their star level. Excess healing disintegrates an enemy champion.
Innate: gain 2 hex Attack Range.

Swhiftshots gain Attack Speed for each hex between themselves and their target.
(2) 10% Attack Speed
(3) 15% Attack Speed
(4) 25% Attack Speed
(5) 40% Attack Speed
Warrior attacks have a 50% chance to increase the damage of their next attack.
(2) +75% damage
(4) +150% damage
(6) +275% damage